MSAA (Multisample anti-aliasing)
Performance-wise, MSAA is a major improvement over SSAA. The boost was achieved by sampling two or more adjacent pixels together, instead of rendering the entire scene at a very high resolution. This is why MSAA is so much faster than SSAA.SMAA is the best commonly available(There is a downloadable injector) type of post processing AA, it causes less blur than fxaa, and has subpixel information so it can come closer to MSAA in quality. Overall the post process types come close to 2-4x MSAA at significantly less cost.
Fast game with low/medium graphics would definitely mean NO Anti-aliasing unless you're playing very undemanding games. Anti-Aliasing is where the GPU filters/renders shadows, curved edges etc so they look smooth and realistic. So, if you want a playable experience keep it off or at a minimum.
MSAA: Multisample anti-aliasing is one of the more common types of anti-aliasing available in modern games. It only smooths out the edges of polygons, not anything else—which cuts down on processing power compared to SSAA, but doesn't solve pixelated textures.
Multisampling is only effective on edges, but has a very small performance hit. Supersampling also helps texture aliasing, but is much slower (and generally quite a bit slower than multisampling + anisotropic filtering, and anisotropic filtering improves texture quality more than supersampling).
The FXAA method is so good, in fact, it makes all other forms of full-screen anti-aliasing pretty much obsolete overnight. If you have an FXAA option in your game, you should enable it immediately and ignore any other AA options. FXAA is an excellent example of the power of simple hacks and heuristics.
FXAA stands for Fast Approximate Anti-Aliasing. Instead of sampling each pixel in a 3D object several times, FXAA strictly finds and smooths object edges in-game based upon object depth. This is minimally intensive and should not be expected to notably impact FPS.
TXAA is a new film–style anti–aliasing technique designed specifically to reduce temporal aliasing (crawling and flickering seen in motion when playing games). This technology is a mix of a temporal filter, hardware anti–aliasing, and custom CG film–style anti–aliasing resolves.
When to turn VSync on
If your GPU is rendering more frames than your monitor is capable of displaying, it's smart to have VSync enabled. However, if your game's frame rate is lower than your monitor's maximum refresh rate, there is no particular need to have VSync on.Anti-Aliasing is very demanding and is probably the first thing you should turn down/off when struggling to run a game smoothly. However, it plays a vital role in reducing jagged edges and noticeably improves image quality.
Motion blur has occasionally been used to good effect, such as in racing games, but for the most part it's a setting that costs you performance in exchange for something most people actually dislike. Especially in fast-paced games like first-person shooters, motion blur is one to avoid.
Anti-aliasing techniques are essential in making games more realistic. They smooth out all the jagged edges that are common in computer-generated graphics. However, anti-alias techniques do adversely affect fps performance. Less anti-alias will increase fps yielding a smoother, more fluid experience.
VSync only helps with screen tearing, and it only really does that through limiting FPS when necessary. If your monitor can't keep up with the FPS of a particular game, then VSync can make a big difference.
Display motion blur has no impact on FPS.
too much motion blur only makes you feel sick, and it ruins the render quality. in multiplayer shooters i always turn motion blur off completely. You should ALWAYS turn off options that give you a worse image. Motion blur, Depth of Field, CA, film grain, etc, are all crap and ruin the fidelity of the image.
There's no tearing or over-processing to fix, so the only effect VSync will have is potentially worsening your frame rate and causing input lag. In this case, it's best to keep it off. Of course, given how easy it can be to switch VSync on and off, it's worth trying both.
How to increase FPS on your PC or laptop to improve gaming performance:
- Update your graphics drivers.
- Give your GPU a slight overclock.
- Boost your PC with an optimization tool.
- Upgrade your graphics card to a newer model.
- Switch out that old HDD and get yourself an SSD.
- Turn off Superfetch and Prefetch.
Hidden in the Developer options is a setting that can help improve your gaming experience. Simply scroll down and look for the Force 4x MSAA option. For those who don't know, MSAA stands for multi-sample anti-aliasing. It forces Android to use 4x multisample anti-aliasing in OpenGL 2.0 games and apps.
fxaa is for better performance. I for one don't find any performance drop in fps with resolution or AA or AF settings. Fxaa would give you higher performance than 4xmsaa but it won't look as sharp as msaa does. Fxaa does have an effect on performance but it's minimal.
SMAA - A slightly more intelligent blurring of edges. TAA/SMAA T2X - An even more intelligent blur that takes multiple frames into account to reduce aliasing further, particularly temporal aliasing. MSAA - Oversampling of edges, not just a simple blur. Far more demanding than any of the above.
Hidden in the Developer options is a setting that can help improve your gaming experience. Simply scroll down and look for the Force 4x MSAA option. For those who don't know, MSAA stands for multi-sample anti-aliasing. It forces Android to use 4x multisample anti-aliasing in OpenGL 2.0 games and apps.
AA causes huge input lag, fxaa is less but still enough to feel it. It does not cause "huge" input lag. It adds less than 1ms of input lag. You can't feel that.
Fxaa would give you higher performance than 4xmsaa but it won't look as sharp as msaa does. Fxaa does have an effect on performance but it's minimal. FXAA is less resource intensive than MSAA and doesn't have a very significant effect on performance.
Screen space ambient occlusion (SSAO) is a computer graphics technique for efficiently approximating the ambient occlusion effect in real time. It was developed by Vladimir Kajalin while working at Crytek and was used for the first time in 2007 by the video game Crysis, also developed by Crytek.
SMAA, or Subpixel Morphological Anti-Aliasing, uses the same technique as FXAA — that is, MLAA (Morphological Anti-Aliasing). SMAA addresses this, and provides even better anti-aliasing and less blurring than FXAA. It's the joint work of Crytek and the Universidad de Zaragoza in Spain.
In 3D computer graphics, anisotropic filtering (abbreviated AF) is a method of enhancing the image quality of textures on surfaces of computer graphics that are at oblique viewing angles with respect to the camera where the projection of the texture (not the polygon or other primitive on which it is rendered) appears
Almost all pro players use anti alias. AA just smooths the image, with good fps and 120hz it makes the game look amazing (and smoother, even with 120hz) compared to running no AA.